/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Check if there any asset that exist in the directory.
True if there is any assets.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DoesDirectoryHaveAssets ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath, bool bRecursive )